it works. Inside the onLoad1() and onLoad2() callbacks, I can correctly ask if an asset is or isn't loaded (by saying Assets.blobs.get(name) != null) using this last way of unloading, but not the first.

Well, I'm unloading some files (one by one) in their onLoad1 callback, and shortly afterwards, in the same callback, I'm reloading them again (with a new onLoad2 callback). Then, I'm unloading them again in this new callback. lol I suppose this is a bit confusing, but it works fine. I need to do this, for some sets of files, every time the app starts, to build (at the end of the first callback) and populate (somewhere in the second callback) a data structure per set of files, needed for the app to work. Only when these data structures are built and populated, can those sets of files be used normally in the regular course of the app. I can't use loadEverything because there are lots of files in the project, but, if I could, it would make things easier.

However, I had to wait over 20 minutes for the thing to compile! And the final APK size, with an empty assets folder, was over 10 whooping megs! Which is why I'd like to ask you to continue supporting the android-java target. I know it's slow, but the stuff I'm doing isn't too demanding. Besides, it compiles in less than 2 minutes and the APK is really very small. For the 'tiles & a few sprites' kinda project the android-java target is, I think, ideal. If I was doing 3D, the android-native target would be the way to go, undoubtedly, but I'm not. I'd like to say I have no idea what sort of work goes into maintaining a Kha backend, but I really like the android-java one, and I'd like to ask you to think twice before discarding it.

Was this detailing more helpful? The last message seems important. Notice how it says there is no member named 'numeric_limits' in namespace 'std' in function __ToDouble() in line 223 in file Kha/Backends/Kore/khacpp/include\hx/Object.h. Does this make sense to you (it's a bit alien to me, I must confess)? There are quite a few lines more in the error message, but they're all connected to this one error, so I didn't print them. Help, please!

I guess, from what you've said, that the load...FromPath() functions can load any file in the file system (almost, I guess!). That is interesting to know, as I was about to ask about expansion packs downloaded from a server and placed somewhere in a user's home, and how to access them.

It is also interesting to know that the loadBlob(), loadImage(), ... functions also set the Assets.blobs.myblob, Assets.images.myimage, ... values before the callback is called.

Can you explain the Assets.blobs.myblob.unload() function? Is it executed immediately? Does it reset the Assets.blobs.myblob value immediately?